varying vec2 vUv;

uniform float uTime;
uniform float uSpeed;
uniform vec3 uColor;
uniform sampler2D uTexture;

void main() {
	vec2 newUv = vUv * vec2(1.0 / 9.0, 1.0) + vec2(1.0 / 9.0 * floor(uTime * 6.0 * uSpeed), 0.0);
	vec4 texture = texture2D(uTexture, newUv);
	gl_FragColor = vec4(texture.b * uColor, texture.a);
}